Virtual reality environments to enhance upper limb functional recovery in patients with hemiparesis.
Identifieur interne : 001252 ( PubMed/Corpus ); précédent : 001251; suivant : 001253Virtual reality environments to enhance upper limb functional recovery in patients with hemiparesis.
Auteurs : Mindy F. Levin ; Luiz Alberto Manfre Knaut ; Eliane C. Magdalon ; Sandeep SubramanianSource :
- Studies in health technology and informatics [ 0926-9630 ] ; 2009.
English descriptors
- KwdEn :
- MESH :
- physiopathology : Upper Extremity.
- rehabilitation : Paresis.
- Aged, Biomechanical Phenomena, Computer Simulation, Female, Hand Strength, Humans, Male, Middle Aged, User-Computer Interface.
Abstract
Impairments in reaching and grasping have been well-documented in patients with post-stroke hemiparesis. Patients have deficits in spatial and temporal coordination and may use excessive trunk displacement to assist arm transport during performance of upper limb tasks. Studies of therapeutic effectiveness have shown that repetitive task-specific practice may improve motor function outcomes. Movement retraining may be optimized when done in virtual reality (VR) environments. Environments created with VR technology can incorporate elements essential to maximize motor learning, such as repetitive and varied task practice, performance feedback and motivation. Haptic technology can also be incorporated into VR environments to enhance the user's sense of presence and to make motor tasks more ecologically relevant to the participant. As a first step in the validation of the use of VR environments for rehabilitation, it is necessary to demonstrate that movements made in virtual environments are similar to those made in equivalent physical environments. This has been verified in a series of studies comparing pointing and reaching/grasping movements in physical and virtual environments. Because of the attributes of VR, rehabilitation of the upper limb using VR environments may lead to better rehabilitation outcomes than conventional approaches.
PubMed: 19592789
Links to Exploration step
pubmed:19592789Le document en format XML
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<author><name sortKey="Levin, Mindy F" sort="Levin, Mindy F" uniqKey="Levin M" first="Mindy F" last="Levin">Mindy F. Levin</name>
<affiliation><nlm:affiliation>School of Physical and Occupational Therapy, Faculty of Medicine McGill, University, Montreal, Quebec, Canada.</nlm:affiliation>
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<author><name sortKey="Magdalon, Eliane C" sort="Magdalon, Eliane C" uniqKey="Magdalon E" first="Eliane C" last="Magdalon">Eliane C. Magdalon</name>
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<front><div type="abstract" xml:lang="en">Impairments in reaching and grasping have been well-documented in patients with post-stroke hemiparesis. Patients have deficits in spatial and temporal coordination and may use excessive trunk displacement to assist arm transport during performance of upper limb tasks. Studies of therapeutic effectiveness have shown that repetitive task-specific practice may improve motor function outcomes. Movement retraining may be optimized when done in virtual reality (VR) environments. Environments created with VR technology can incorporate elements essential to maximize motor learning, such as repetitive and varied task practice, performance feedback and motivation. Haptic technology can also be incorporated into VR environments to enhance the user's sense of presence and to make motor tasks more ecologically relevant to the participant. As a first step in the validation of the use of VR environments for rehabilitation, it is necessary to demonstrate that movements made in virtual environments are similar to those made in equivalent physical environments. This has been verified in a series of studies comparing pointing and reaching/grasping movements in physical and virtual environments. Because of the attributes of VR, rehabilitation of the upper limb using VR environments may lead to better rehabilitation outcomes than conventional approaches.</div>
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<Abstract><AbstractText>Impairments in reaching and grasping have been well-documented in patients with post-stroke hemiparesis. Patients have deficits in spatial and temporal coordination and may use excessive trunk displacement to assist arm transport during performance of upper limb tasks. Studies of therapeutic effectiveness have shown that repetitive task-specific practice may improve motor function outcomes. Movement retraining may be optimized when done in virtual reality (VR) environments. Environments created with VR technology can incorporate elements essential to maximize motor learning, such as repetitive and varied task practice, performance feedback and motivation. Haptic technology can also be incorporated into VR environments to enhance the user's sense of presence and to make motor tasks more ecologically relevant to the participant. As a first step in the validation of the use of VR environments for rehabilitation, it is necessary to demonstrate that movements made in virtual environments are similar to those made in equivalent physical environments. This has been verified in a series of studies comparing pointing and reaching/grasping movements in physical and virtual environments. Because of the attributes of VR, rehabilitation of the upper limb using VR environments may lead to better rehabilitation outcomes than conventional approaches.</AbstractText>
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